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INTRODUCTION:

 

i'd contacted elepc via pm and i'd ask him, why the mod is removed. no answer from him/her until now. so i decidet to release his/her wonderful piece of armor/clothing here.

elepc please answer, if you read this. you did a great work.

if you like to know more about the history of that armor. pls follow that link.

http://cgkrista.blogspot.co.uk/2012/08/vamp-dress-for-cbbe.html

 

 

souhait___vamp_dress_for_cbbe_by_elecp__

"SCREENSHOTS by sbire"

 

 

souhait___vamp_dress_for_cbbe_by_elecp__

souhait___vamp_dress_for_cbbe_by_elecp__

souhait___vamp_dress_for_cbbe_by_elecp__

souhait___vamp_dress_for_cbbe_by_elecp__

 

 

DOWNLOAD:

 

 

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Guest calvin82
i'd contacted elepc via pm and i'd ask him' date=' why the mod is removed. no answer from him/her until now. so i decidet to release his/her wonderful piece of armor/clothing here.

[b']elepc[/b] please answer, if you read this. you did a great work.

 

The mod was removed because elepc used Krista's work without her consent. All the story is still on Krista's blog here : http://cgkrista.blogspot.co.uk/2012/08/vamp-dress-for-cbbe.html

 

Use Google Translate if you don't understand Russian like me. ;)

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It means she didn't want her shit messed with at all' date=' even I could get that out of it.

 

I think it's a mistake to have this, when she's been VERY clear about not wanting it to be available at all.

 

But that's just my two cents.

[/quote']

 

It's not her outfit, it's a modified version, and a better looking one,

so why shouldn't it be shared?

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It's not her outfit' date=' it's a modified version, and a better looking one,

so why shouldn't it be shared?

[/quote']

 

Uhm, even if you modify someone else's work, that doesn't magically make you the owner of the end product. You still need to get permission from the original author to modify their work and make it publicly available.

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It's not her outfit' date=' it's a modified version, and a better looking one,

so why shouldn't it be shared?

[/quote']

 

Uhm, even if you modify someone else's work, that doesn't magically make you the owner of the end product. You still need to get permission from the original author to modify their work and make it publicly available.

 

Didn't know skyrim was like the music industry, DRM and such awfull things who are polluting our society, i thought it was just a game :/

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  • 3 weeks later...
  • 2 weeks later...

Thanks ! What is the UNB used in thoses pictures ?

 

RCRN 2.1

 

injFX_Settings.h

/*======================================================================================
       Realistic Colors & Real Nights BY aLaaa - version 2.1 HDR ENABLED!
======================================================================================*/

// RCRN provided by: aLaaa, with the help of RPGwizard and Zocks.

// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results

/*------------------------------------------------------------------------------
					SHADER SELECTION
------------------------------------------------------------------------------*/
// To disable / enable effects
// 0 = Disable  | 1 = Enable
#define USE_ANTI_ALIASING 1 //DO NOT TOUCH, in order  to disable AA please follow the instructions located into the README file provided with RCRN or check the Mod description on SkyrimNexus or Maskedgamer.com
#define USE_PRE_SHARPEN 0
#define USE_HDR 1
#define USE_HDRpro 1
#define USE_BLOOM 0 //DO NOT TOUCH
#define USE_TECHNICOLOR 1
#define USE_TONEMAP 1
#define USE_SEPIA 1
#define USE_VIGNETTE 0
// For use with Anaglyphic 3D glasses!!!
#define USE_ANAGLYPH 0
#define USE_POST_SHARPEN 1
#define USE_FINAL_LIMITER 0

/*------------------------------------------------------------------------------
					FXAA ANTIALIASING
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied

#define FXAA_QUALITY__PRESET 9              // Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
float fxaaQualitySubpix = 0.5000;           // Default: 0.5000 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.0003;    // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0003; // Lower the value for more smoothing

/*------------------------------------------------------------------------------
					PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of the edge contours, requires a tiny bit more processing power
// 0 = Disable  | 1 = Enable
bool highQualitySharpen = 0;

// Set values to calculate the amount of  bluer produced by AA to consider for the sharpening pass
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
#define AverageBlur 0.8
#define CoefficientsBlur 2

// Set values of the sharpening amounts
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
#define SharpenEdge 0.2
#define SharpenContour 1.0

/*------------------------------------------------------------------------------
					BLOOM
------------------------------------------------------------------------------*/
// Set from 1 to 9 to select a bloom preset
// NOTE: Preset value 1 to 9 takes control over the next 3 settings!
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
float BloomPreset = 0;

// Set from 1 to 9 to set the min. level at which the effect starts
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
float BloomThreshold = 6.5;
// Set from 1 to 9 to set the width of the effect
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
float BloomWidth = 7.35;
// Set from 1 to 9 to set the power of the effect
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
float BloomPower = 5.75;

/*------------------------------------------------------------------------------
					TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.180 // 1.00 = Max
#define TechniPower 4.5 // lower values = whitening

// lower values = stronger channel
#define redNegativeAmount 0.825   // 1.00 = Max
#define greenNegativeAmount 0.95 // 1.00 = Max
#define blueNegativeAmount 1.0  // 1.00 = Max

/*------------------------------------------------------------------------------
					TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.500
#define Exposure 0.0385
#define Saturation 0.30 //use negative values for less saturation. 
#define BlueShift -0.30 // Higher = more blue in image.
#define Bleach 0.00 // Bleach bypass, higher = stronger effect
#define Defog .00 // Strength of Lens Colors.
#define FogColor float4(0.0000, 0.0000, 0.000, 0.00) //Lens-style color filters for Blue, Red, Yellow, White.

/*------------------------------------------------------------------------------
					ALAAA'S BETTER SKYBOX
------------------------------------------------------------------------------*/
#define Alaaa 
// Set from 1 to 9 to balance between minimum and maximum amount of above chosen color tone to blend in
// Minimum [ 1 < 2 - 3 - 4- 5 - 6 - 7 - 8 > 9 ] Maximum
#define SepiaPower 1.09
// Set from 1 to 9 tobalnce between minimum and maximum amount of grey color to blend in
// Minimum [ 1 < 2 -   4 - 5 - 6 - 7 - 8 > 9 ] Maximum
#define GreyPower 1.5

/*------------------------------------------------------------------------------
					VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500) // Center of screen for effect.
#define VignetteRadius 1.0 // lower values = stronger radial effect from center
#define VignetteAmount -0.50 // Strength of black. -2.00 = Max Black, 1.00 = Max White.

/*------------------------------------------------------------------------------
					ANAGLYPH
------------------------------------------------------------------------------*/
// Anaglyph 3D,  Set from 1 to 9 to balance between minimum and maximum seperation
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
#define AnaglyphSeperation 9

// Anaglyph Colors,  Set from 1 to 9 to balance between minimum and maximum to match the color of your glasses
//AnaglyphRed goes to the right, AnaglyphGreen and AnaglyphBlue are mixed to the left
// Minimum [ 1 < 2 - 3 - 4 - 5 - 6 - 7 - 8 > 9 ] Maximum
#define AnaglyphRed 1
#define AnaglyphGreen 1
#define AnaglyphBlue 1

/*------------------------------------------------------------------------------
					POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.0078;

/*------------------------------------------------------------------------------
					FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000; 

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  • 4 months later...

 

 

 

 

It's not her outfit, it's a modified version, and a better looking one,

so why shouldn't it be shared?

Uhm, even if you modify someone else's work, that doesn't magically make you the owner of the end product. You still need to get permission from the original author to modify their work and make it publicly available.

Didn't know skyrim was like the music industry, DRM and such awfull things who are polluting our society, i thought it was just a game :/

 

Every Skyrim mod belongs to Bethesda since the modders waive their rights in favor of Bethesda when they create the mod. It says something like that in the EULA. So my guess is that only Bethesda can prevent someone from modding other people's mods unless the court decides otherwise or whatever....... blahblahblah

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  • 1 month later...

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